★ Exclusive Cards
Cards played most by this investigator compared to all others.

Rita Young deck only. Fast. Play only during your turn. Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage. (All other effects of the successful evasion still apply.)

You get +1 . After your turn ends: Heal 1 horror from Peter Sylvestre.

Limit 1 Footwear per investigator. You get +1 . After you move, but before enemies at your new location engage you, exhaust Track Shoes: Test (3). If you succeed, move to a connecting location.

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

Rita Young deck only. Fast. Play only during your turn. Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage. (All other effects of the successful evasion still apply.)

You get +1 . After your turn ends: Heal 1 horror from Peter Sylvestre.

Limit 1 Footwear per investigator. You get +1 . After you move, but before enemies at your new location engage you, exhaust Track Shoes: Test (3). If you succeed, move to a connecting location.

If this skill test is successful, choose a [survivor] card not named Resourceful in your discard pile. Add the chosen card to your hand.

Fast. Play when you would fail a skill test. Get +2 to your skill value for that test.

Fast. Play after you fail a skill test by 2 or less while investigating. Discover 2 clues in your location.

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

Max 1 committed per skill test. You may commit Take Heart to any type of test. If this test fails, the performing investigator draws 2 cards and gains 2 resources.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Gain 3 resources.


: Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.

Investigate. This investigation uses instead of . If you succeed, discover 2 additional clues at your location.

Fight. Add your to your skill value for this attack. This attack deals +1 damage. If you succeed, automatically evade the attacked enemy.

Investigate. Add your value to your skill value for this investigation. If you succeed by 1 or more, you may automatically evade an enemy at this location. If you succeed by 3 or more, return Breaking and Entering to your hand at the end of your turn. This action does not provoke attacks of opportunity.

Max 1 committed per skill test.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Max 1 committed per skill test. If this test is successful, draw 1 card.

You get +1 during evasion attempts.

When you initiate a skill test, exhaust Drawing Thin: Increase the difficulty of this skill test by 2. Gain 2 resources or draw 1 card.

Evade. When this action begins, gain 2 resources.

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test). Attempt that test again. You get +2 skill value for this test.

Parley. Choose an enemy at your location and test (0). For each point you succeed by, gain 1 resource (to a maximum of 6). If you fail, that enemy attacks you.

Permanent. Limit 1 per deck. Purchase at deck creation. When you purchase In the Thick of It, suffer 2 total physical and/or mental trauma. Then, earn 3 experience.

Max 1 committed per skill test. If this test is successful, draw 1 card.

: Fight. You get +2 for this attack. Discard Gravedigger's Shovel: Discover 1 clue at your location.

Limit 1 per investigator. While attacking, parleying, or attempting to evade an exhausted enemy, you get +2 skill value. After you evade an enemy, exhaust Dirty Fighting: Take a fight action against that enemy. Ignore the aloof keyword for this attack.

Uses (3 supplies). Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Trick cards, and attach them facedown to Bewitching. Shuffle your deck. When you engage an enemy, exhaust Bewitching: Either draw 1 attached card, or search the top 9 cards of your deck for a copy of an attached card, draw it, and shuffle your deck.

Evade. Add your value to your skill value for this evasion attempt. If you succeed by 2 or more, deal that enemy 1 damage. If that enemy is non-Elite, you may move it to a connecting location.

Max 1 committed per skill test. If this test is successful, draw 1 card.

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

Permanent. Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Choose an exhausted non-Elite enemy at your location and test (X), where X is that enemy's evade value. If you succeed, defeat that enemy.

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

: Fight. You get -1 and deal +1 damage for this attack. : Fight. You get +2 and deal +2 damage for this attack.

After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck. Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.

Permanent. Limit 1 per deck. During the upkeep phase, you may choose to not gain resources. While you have no resources in your resource pool, you get +1 , +1 , +1 , and +1 .

Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

If this skill test is successful during an attack, automatically evade the attacked enemy.

Evade. If you succeed, if the enemy is non-Elite, evade the enemy and move it to a connecting location.

Myriad. Gain 2 resources and draw 1 card. After you play Easy Mark: Play another Easy Mark from your hand, at no cost.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

If you have no cards in your hand, exhaust Madame Labranche: Draw 1 card. If you have no resources, exhaust Madame Labranche: Gain 1 resource.

: Fight. Add your to your skill value for this attack. This attack deals +1 damage. If this attack defeats an enemy, discard Hatchet. Otherwise, lose control of Hatchet and attach it to the attacked enemy. Attached enemy gains: " When attached enemy is defeated: Take control of Hatchet. Any investigator at Hatchet's location may trigger this ability."

After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.

Uses (3 keys). If there are no keys on Old Keyring, discard it. : Investigate. Your location gets -2 shroud for this investigation. If you succeed, remove 1 key from Old Keyring, and if this test's difficulty is 0, you discover 1 additional clue.

Parley. Search the encounter deck and discard pile for a non-Elite enemy and spawn it exhausted and engaged with you. Draw cards equal to that enemy's combined damage and horror values.

Parley. Choose an enemy at your location and test any skill (3). If you succeed and you tested... - ..., remove 1 doom from that enemy. - ..., discover 1 clue at your location. - ..., automatically evade that enemy. If it is non-Elite, move it to a connecting location. - ..., deal 2 damage to that enemy.

Exhaust Hunting Jacket: Choose 1 non-weakness card in your hand and attach it facedown to Hunting Jacket (max 3 cards attached). Then, gain 1 resource for each attached card. When Hunting Jacket is defeated: Draw each attached card.

Move. Move up to 3 times. Enemies do not engage you during this movement.

Permanent. You have 1 additional ally slot.

Fast. Play only during your turn. Put an Item asset into play from your hand. At the end of your turn, if that asset is still in play, return it to your hand.

You get +1 and +1 . When an investigator at your location would fail a skill test, exhaust Granny Orne: That investigator either gets +1 skill value or -1 skill value for that test.


Choose a level 0 card in your discard pile. Add the chosen card to your hand.

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Fast. Play when you successfully evade a Humanoid enemy or successfully investigate. Play an Item asset from your hand, reducing its cost by X, where X is the amount you succeeded by. Attach "I'll take that!" to that asset. Attached asset gains Illicit.

Customizable. Limit 1 per investigator. During a skill test you are performing, exhaust Pocket Multi Tool: You get +1 skill value for this test.

Choose a non-Elite enemy at a revealed location up to 2 connections away. Swap places with that enemy.

Fast. Play only during your turn. Play Talisman of Protection under the control of any investigator at your location. When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.

Max 1 committed per skill test. While Brute Force is committed during a basic fight action, it gains and the text: "If this test is successful by 2 or more, this attack deals +2 damage."

You get +2 while investigating if you have no clues.

If this skill test is successful during an evasion attempt, the evading investigator may immediately disengage from each other enemy engaged with him or her, and may move to a connecting location.

After you successfully investigate by 2 or more, exhaust Scavenging: Choose an Item card in your discard pile and add it to your hand.

Parley. Choose an enemy at your location and play a Weapon asset from your hand, reducing its cost by 1. You may then take a fight action with that weapon against the chosen enemy, using instead of the skill indicated.

Uses (2 supplies). Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 for a skill test on a treachery card. Discard Tennessee Sour Mash: Fight. You get +3 for this attack.

Max 2 Dilemma per round. Revelation - Choose an investigator and decide (choose one): - The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand. - The chosen investigator loses 1 action during their next turn, then draws 3 cards.

If this skill test is successful during an evasion attempt, you may automatically evade another enemy at your location.

Uses (2 resources). Replenish these resources at the start of each round. Resources on Crafty may be spent to pay for Insight, Tool, or Trick cards. During a skill test on a Insight, Tool, or Trick card, spend 1 resource from Crafty: You get +1 skill value for this test.

You get +1 . Jessica Hyde enters play with 2 damage on her. After your turn ends: Heal 1 damage from Jessica Hyde.

Uses (2 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

Evade. Add your to your skill value for this evasion attempt. If you succeed by 1 or more and the evaded enemy is non-Elite, it does not ready during the next upkeep phase. If you succeed by 3 or more, return Slip Away to your hand at the end of your turn.

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

Commit to a skill test only if you are engaged with an enemy. For each enemy engaged with you, "Not without a fight!" gains .

Uses (3 supplies). If Bandages has no supplies, discard it. After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

Fast. Play after you succeed at a skill test while parleying. Discover 2 total clues from among your location and connecting locations.

While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).

Fast. Play during your turn only if the final agenda is in play. Draw 1 card, gain 1 resource, and gain 1 additional action. Remove End of the Road from the game.

Max 1 committed per test. After you commit Unrelenting to a skill test, search the chaos bag for up to 3 non- chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are "+1,", "0," , and/or tokens, draw 2 cards. Release all tokens sealed here after this test ends.

Uses (4 charges). You may play events with "parley" from your discard pile as if they were in your hand. As an additional cost to play an event this way, spend 1 charge from Eldritch Tongue. After that event resolves, remove it from the game.

Fast. Play during any window. Gain 1 resource for each different class among cards you control.

Fast. Play when an enemy attacks you. Evade. Attempt to evade the attacking enemy. If you succeed, cancel that enemy's attack.

Uses (3 supplies). Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma). Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

Uses (4 supplies). Spend 1 supply: Evade. You get +2 for this evasion attempt. If you succeed and the evaded enemy is non-Elite, it does not ready during the next upkeep phase.

When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.

Choose a Weapon or Tool asset in your discard pile. Resolve an ability on that asset, ignoring all costs (including its cost). After this effect resolves, shuffle the chosen asset into your deck. Playing this card does not provoke attacks of opportunity.

Myriad. A Glimmer of Hope can only be played from your discard pile. Add all copies of A Glimmer of Hope in your discard pile to your hand (including this copy).

Fast. Play only during your turn. Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

You may play Impromptu Barrier from your discard pile. If you do, shuffle it into your deck after resolving its effects. Evade. The chosen enemy gets -1 evade for this evasion attempt. (If you played Impromptu Barrier from your discard pile, you may evade an additional enemy at the same location with evade X or lower. X is the amount you succeed by.)

Fast. Play after you fail a skill test. You get +1 to each of your skills for the remainder of the round.

Uses (3 charges). Exhaust Enchanted Bow: Fight. You must use either or instead of and get +1 skill value for this attack. This attack deals +1 damage. As an additional cost to initiate this ability, you may spend 1 charge to have this attack target a non-Elite enemy at a connecting location; if you do, ignore the aloof and retaliate keywords for this attack.

Choose a card you own that is attached to your location and exhaust Survival Technique: Add that card to your hand. During a skill test on a location or on a treachery attached to your location, exhaust Survival Technique: You get +2 skill value for this test.

Exceptional. Fast. Play only during your turn. You may take an additional 3 actions this turn.

You get +1 and +1 . You cannot play or commit Moonstone from your hand. After you discard Moonstone from your hand: Play it (paying its cost).

: Fight. You get +1 and deal +2 damage for this attack. If this attack is successful, lose control of Pitchfork and attach it to your location. Attached location gains: ": Take control of Pitchfork. Any investigator at Pitchfork's location may trigger this ability."

Evade (). If you succeed, deal 1 damage to the evaded enemy. If you fail, return "Shove off!" to your hand at the end of your turn.

Max 1 committed per skill test. You may commit Timely Intervention from your hand after revealing chaos tokens during a skill test you are performing.

Discard Stray Cat: Automatically evade a non-Elite enemy at your location.

Limit 1 per investigator. Uses (3 supplies). If there are no supplies on Hunter's Instinct, discard it. After you engage an enemy, spend 1 supply and exhaust Hunter's Instinct: Add a level 0 event in your discard pile to your hand.

Uses (1 ammo). Limit 1 ammo on Ornate Bow. Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack. : You nock another arrow. Place 1 ammo on Ornate Bow.

Max 1 committed per skill test. If this test fails, return Unexpected Courage to your hand.

Exile a level 0-5 card in your hand. Discover 2 clues at your location. If the exiled card was level 2 or higher, remove 1 doom from the current agenda. Exile Burn After Reading. Card designed by the Council-in-Exile at Gen Con 2020

You get +1 . Non-direct horror must be assigned to Guiding Spirit before it can be assigned to your investigator card. Forced - When Guiding Spirit is defeated by horror: Exile it.

Attach to your location. Uses (3 offerings). Attached location gains: " Draw the top card of the encounter deck, exhaust Shrine of the Moirai, and spend 1 offering: Return up to 2 cards with a total combined level of 5 or less from your discard pile to your hand. Any investigator at this location may trigger this ability." Card design by the Moirai at Arkham Nights 2019.

Customizable. When you purchase Grizzled, choose and record two Traits on its upgrade sheet. If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains for each of the chosen traits that encounter card possesses.

Choose an unengaged enemy at your location. Test (X), where X is the evade value of the chosen enemy. If you succeed, discover 2 clues at your location.

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)

Fast. Play when an investigator at your location draws a non-weakness treachery card. Cancel that card's revelation effect. Exile A Test of Will.

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

As an additional cost to play Elaborate Distraction, spend an action. Playing Elaborate Distraction does not provoke attacks of opportunity. For each enemy at your location and at each connecting location (choose one): - Automatically evade that enemy if it is non-Elite. - Deal 1 damage to that enemy.

You get +1 . After you fail an attack or evasion, exhaust Daniel Jameson: Attempt that skill test again, with +1 skill value.

Fast. Limit 1 Composure in play. You get +1 and +1 . Non-direct damage/horror must be assigned to Plucky before it can be assigned to your investigator card. Spend 1 resource: You get +1 or +1 for this skill test.

Fast. Play after you draw a non-peril encounter card, but before resolving that card's effects. Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource.

Customizable. Uses (2 time). If Makeshift Trap has no time, discard it. Attach to your location. Each non-Elite enemy at attached location get -1 fight and -1 evade. Forced - At the end of the round: Remove 1 time from Makeshift Trap.

Limit 1 per investigator. Cannot leave play. After you play Unscrupulous Loan: Gain 10 resources. Forced - When the game ends or you are eliminated, if you have fewer than 10 resources in your resource pool: Exile Unscrupulous Loan.

While Anchor Chain is in your hand, you may perform the below "" ability. If you do, discard Anchor Chain instead of exhausting it. Exhaust Anchor Chain: Evade. You get +1 for this evasion attempt. If you successfully evade a non-Elite enemy, you may discard 1 card from hand to prevent that enemy from readying during the next upkeep phase.

Fast. During a skill test while fighting or investigating, exhaust Ice Pick: You get +1 skill value for this test.

Fast. Play only during your turn. Until the end of the round, you get +X and +X , where X is the amount of horror on you.

: Fight ( or ). You get +1 skill value for this test. If this attack defeats an enemy, you may exhaust Pocketknife to gain 1 resource.

As an additional cost to play Refine, spend an action. Immediately mark a checkbox on an upgrade sheet for a customizable card you own, even if it is not in play. Max once per game for each investigator.

Fast. Play after you successfully evade an enemy. Discover 1 clue at your location (if you succeeded by 2 or more, you may discover 1 clue at a connecting location, instead).

Search the top 9 cards of the encounter deck for an enemy, draw it, and shuffle the encounter deck. Then, draw 1 card and discover 1 clue at your location. If that enemy is not at your location, you may move once toward its location.

Uses (3 supplies). Spend 1 supply and exhaust Canteen: Heal 2 horror.

Uses (1 arrow). Spend 1 arrow: Fight (). You get +2 and deal +2 damage for this attack. This attack ignores the aloof keyword. : Replenish 1 arrow on Longbow.

Uses (4 charges). : Test (1). For each point you succeed by, you may spend 1 charge to heal 1 damage or 1 horror from an investigator at your location. If you succeed by 0, lose 1 resource.

You have 2 additional tarot slots. When the game begins, if Anna Kaslow is in your opening hand: Put her into play. After Anna Kaslow enters play: Search your deck for a Tarot asset and put it into play.


Reduce the difficulty of skill tests you perform during 'parley' actions by 2.

While your current location is connected to at least 2 other locations, you get +1 and +1 . While your current location is connected to at least 4 other locations, you get an additional +1 and +1 .

You have 2 additional ally slots, which can only be used to hold Creature assets. When you play a Creature asset during your turn: Reduce that asset's cost by 1.

Fast. After The Red-Gloved Man enters play: Choose two of your skills. While The Red-Gloved Man is in play, raise the base value of each of those skills to 6. Forced - At the end of the mythos phase: Discard The Red-Gloved Man.

If Timeworn Brand is ready: Fight. You get +2 and deal +1 damage for this attack. Exhaust Timeworn Brand: Fight. Add your to your skill value for this attack. This attack deals +3 damage. If this attack defeats an Elite enemy, draw 3 cards. (Max once per game.)

: Investigate. Your location gets -1 shroud for this investigation. Discard Lantern: Deal 1 damage to an enemy at your location. This action does not provoke attacks of opportunity.

Uses (3 supplies). Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage.

Fast. Play before revealing a chaos token during an investigation you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. You discover 1 additional clue at this location and 1 additional clue at any location.

Uses (3 supplies). If Matchbox has no supplies, discard it. During any investigator's turn, exhaust Matchbox and spend 1 supply: Your location gets -1 shroud until the end of this turn.

Permanent. Limit 1 per deck. You have 1 additional hand, accessory, or arcane slot, which can only be used to hold a Blessed or Cursed asset.

Permanent. During or before your first action of each of your turns, each skill test you perform gets +1 difficulty. During or after your third action of each of your turns, each skill test you perform gets -1 difficulty.

Uses (3 tries). If Try and Try Again has no tries, discard it.
After a skill test is failed, if a skill card you own is committed to that test, exhaust Try and Try Again and spend 1 try: Return that skill card to your hand.

Fast. Play only during your turn. Until the end of your turn, do not reveal chaos tokens for any skill tests you perform.

Play only if there is a scenario card with a 'resign' ability in play. Resign. You get the hell out of here.

Uses (3 supplies). Spend 1 supply, exhaust Smoking Pipe, and take 1 damage: Heal 1 horror.

Choose and discard from play a non-weakness treachery that is not attached to an Elite enemy.

While Pelt Shipment is in your hand, your maximum hand size is reduced by 3. When the game ends or you resign, if Pelt Shipment is in your hand: Reduce the experience cost of the next new card you purchase before the next scenario by 1.

Myriad. Astounding Revelation cannot be played. When you search your deck and Astounding Revelation is among the searched cards, discard it: Either gain 2 resources or place 1 secret on an asset you control. (Max one Research ability per search.)

Fast. Play when you would draw an encounter card during the mythos phase. Instead, search the encounter deck for an enemy, spawn it engaged with you (instead of its normal spawn location), attach On the Hunt to it, and shuffle the encounter deck. When you defeat attached enemy: Gain 3 resources.

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

Max 2 Dilemma per round. Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.

Limit 1 Precious Memento (From a Former Life) per deck. After you fail a skill test by 2 or more, exhaust Precious Memento: Heal 1 damage from it. After you succeed at a skill test by 2 or more, exhaust Precious Memento: Heal 1 horror from it.

Evade. Automatically evade all enemies at your location.

Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy. Place that enemy on top of the encounter deck.

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Fight. You get +X and deal +1 damage for this attack, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, gain X resources.

Fast. Attach Hiding Spot to any location. Each non-Elite enemy at attached location gains aloof. Forced - At the end of the enemy phase, if a ready enemy is at attached location: Discard Hiding Spot.

: Fight. You get +1 for this attack. Discard Knife: Fight. You get +2 for this attack. This attack deals +1 damage.

: Fight. You get +1 and deal +1 damage for this attack. Discard Fire Extinguisher: Evade. Automatically evade all enemies engaged with you. You may exile Fire Extinguisher instead of discarding it to discard each non-Elite enemy evaded by this effect.

Permanent. You get +5 Deck Size. Your investigator's Deckbuilding Options gain: "one other level 0 card from any class ([guardian], [seeker], [rogue], [mystic], or [survivor])."

If this skill test is successful during an evasion attempt, the next time the evaded enemy takes damage this turn, deal it 1 additional damage.

Fast. Play when an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.)

Max 1 committed per skill test. You may commit Gumption to any type of skill test. While Gumption is committed to a skill test, that test gets -2 difficulty.

Fast. Play before revealing a chaos token during an attack or evasion attempt you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. Instead of this test's normal effects, discard the attacked or evaded enemy (if it is Elite, automatically evade it and deal it 3 damage instead).

Myriad. X is the number of other copies of Fortuitous Discovery in your discard pile. Investigate. You get +X for this investigation. If you succeed, discover X additional clues at your location.

Uses (3 durability). Attach to an Item asset controlled by an investigator at your location. During a skill test on attached asset, spend 1 durability: You get +2 skill value for this test.

: Fight. You get +1 for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

Max 2 Dilemma per round. Revelation - Reveal the top 3 cards of the encounter deck. Choose an investigator to draw 1 of the revealed cards and discard the rest. Then, choose an investigator to discover 1 clue at any revealed location.

Limit 1 per deck. Forced - After Nightmare Bauble enters play: Search your bonded cards for 3 copies of Dream Parasite and attach them to Nightmare Bauble. When Nightmare Bauble leaves play, set each attached Dream Parasite aside, out of play. When you reveal an chaos token, shuffle an attached Dream Parasite into your deck: Cancel that token.

Uses (3 supplies). Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 for a skill test on a treachery card. Discard Tennessee Sour Mash: Fight. You get +3 for this attack. If this attack succeeds against a non-Elite enemy, automatically evade it.

Myriad. Fast. Play after the investigation phase begins. Group limit 1 in play. Put Good Weather into play next to the agenda deck and choose a skill. While this card is in play, each investigator gets +2 to the chosen skill. Forced - When the investigation phase begins: Discard Good Weather.

Max 1 committed per skill test. While Sharp Vision is committed during a basic investigate action, it gains and the text: "If this test is successful by 2 or more, discover 1 additional clue at this location."

Attach to your location. During the enemy phase, each enemy that moves does so along the shortest path toward the attached location, instead of to where it would normally move. Forced - While attached, at the end of the round: Discard Lure.

Permanent. You have 1 additional accessory slot.

As an additional cost to play this card, you must search your bonded cards for 1 copy of Guardian of the Crystallizer and shuffle it into your deck. After you play an event: Attach it facedown to Crystallizer of Dreams instead of discarding it (to a maximum of 5 attached events). Attached events may be committed to skill tests as if they were in your hand.

Fast. Play when you reveal a chaos token that would reduce your skill value to 0 during a skill test (including the token). Cancel that token and treat it as an token, instead.

Max 1 committed per skill test. While Expeditious Retreat is committed during a basic evade action, it gains and the text: "If this test is successful by 2 or more, you may automatically evade another enemy at your location."

You get +1 health and +1 sanity. When the game begins, if Five of Pentacles is in your opening hand: Put it into play.

Exceptional. Permanent. Your investigator gains: "Deckbuilding Restrictions: No assets that take up an ally slot." When you play a [survivor] event, exhaust On Your Own: Reduce that event's cost by 2.

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's combined damage/horror values. If you succeed, deal X damage to each enemy at your location. After this effect resolves, you may disengage from each enemy and move to a connecting location.

Uses (3 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

Fast. Play after you reveal a chaos token during a skill test. Reveal an additional chaos token, switching its "-" to a "+". If that chaos token is a token, you automatically fail.

Choose an Ally asset with printed resource cost X in any player's discard pile. Put that asset into play under your control.

During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills. When the game begins, if Ace of Rods is in your opening hand: Put it into play.

Fast. Play when you perform a skill test with a difficulty higher than your base skill value. Reveal X additional chaos tokens for this skill test. Choose one to resolve and ignore the rest. X is the difference between the test's difficulty and your base skill value.

When an enemy attacks you, exhaust Aquinnah and deal 1 horror to her: Deal that enemy's damage to another enemy at your location, instead. (You still take horror dealt by the attack.)

Uses (1 charge). Spend 1 charge: You get +2 skill value for this test. (Limit once per test.) After an enemy attacks you: Place 1 charge on Bangle of Jinxes.

Uses (2 resources). Replenish these resources at the start of each round. Resources on Bruiser may be spent to pay for Armor, Firearm, or Melee cards. During a skill test on a Armor, Firearm, or Melee card, spend 1 resource from Bruiser: You get +1 skill value for this test.

One at a time, in any order, if you control a... - [rogue] card, you may move to a connecting location. - [guardian] card, deal 1 damage to an enemy at your location. - [seeker] card, discover 1 clue at your location. - [mystic] card, heal 1 horror from any card. - [survivor] card, heal 1 damage from any card.

Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.

Uses (3 supplies). Spend 1 supply: Fight. You get +2 and deal +2 damage for this attack. If this attack fails, either place 1 supply on Chainsaw or deal 1 damage to the attacked enemy.

Fast. Play after a non-weakness, non-Elite enemy at your location is evaded. Shuffle that enemy into the encounter deck.

Discard 1 card from your hand: You get +2 skill value for this skill test. (Limit once per test.)

Fast. Play when you are dealt damage and/or horror. Cancel up to 10 damage and/or horror just dealt to you. Exile Devil's Luck.

After Dr. Elli Horowitz enters play: Search the top 9 cards of your deck for a Relic asset and attach it to her. Shuffle your deck. Each Relic asset attached to Dr. Elli Horowitz does not take up any slots (it is still considered to be in play and under your control).

Either (choose one): - Fight. You get +3 and deal +2 damage for this attack. Exile Flare. - Search the top 9 cards of any investigator's deck for an Ally asset and put it into play under your control. Then, exile Flare. Shuffle the searched deck.

Fast. Play when doom would be placed on any scenario card. Max 1 per game. Cancel 1 doom just placed on that card. Exile Fortune or Fate.

Uses (4 secrets). After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

After you reveal a non- symbol on a chaos token during a skill test you are perfoming, deal 1 damage to Heavy Furs: Cancel that chaos token and return it to the bag. Reveal a new chaos token.

Max 2 Dilemma per round. Revelation - Reveal the top card from each investigator's deck and place them in a pile. Repeat this two more times. Choose one of the three piles. Each investigator draws each of their cards from that pile. Shuffle each weakness in each other pile into its owner's deck. Remove each other revealed card from the game.

Fast. Play after the enemy phase begins. Cancel all attacks made by non-Elite enemies against you this phase.

Fast. Play during any window. Add 4 tokens to the chaos bag.

You get +1 to each of your skills for each horror on Key of Ys. Forced - When any amount of horror would be placed on you: Place 1 of that horror on Key of Ys. Forced - When Key of Ys leaves play: Discard the top 10 cards of your deck.

: Fight. This attack deals +1 damage. The attacked enemy gains retaliate for this attack.

Commit only to a skill test with no other cards committed to it. Other cards cannot be committed to this skill test. Last Chance loses for each card in your hand.

Exhaust Mariner's Compass: Investigate. If you fail, ready Mariner's Compass. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location. During an investigation using Mariner's Compass, spend 1 resource: You get +1 for this skill test. (Limit three times per investigation.)

Limit 1 per deck. Forced - After Miss Doyle enters play: Search your bonded cards for Hope, Zeal, and Augur. Randomly choose 1 to put into play and shuffle the other 2 into your deck. When Miss Doyle leaves play, find each of those assets (even if they are out of play) and set them aside, out of play.

Play only if there are no enemies at your location. Heal 3 horror and draw 1 card.

Discard Mysterious Raven and take 1 horror: Discover 1 clue at your location.

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

If you have fewer than 5 resources, gain resources until you have 5 resources. If you have fewer than 5 cards in your hand, draw cards until you have 5 cards in your hand. Remove Nothing Left to Lose from the game.

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

After you evade an enemy, exhaust Pickpocketing: Draw 1 card.

Max 2 Dilemma per round. Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one): - Each unengaged non-Elite enemy moves once toward the nearest investigator. - Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.

When you draw a Hazard treachery, deal 1 damage and 1 horror to Protective Gear: Cancel that card's revelation effect.

Choose an Item asset in your discard pile. Either (choose one): - Remove that asset from the game and gain resources equal to its cost. - Play that asset (paying its cost).

You may include up to 4 copies of Sled Dog in your deck. Up to 2 Sled Dog cards take up a single ally slot. Exhaust X Sled Dogs: Move. Move X times. Exhaust X Sled Dogs: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it. Forced - When attached enemy would ready: Instead, discard Snare Trap.

Strength in Numbers gains a icon for each different class among cards you control.

Commit only to a skill test you are performing. After revealing chaos tokens for this test, you may choose to exile Stroke of Luck. If you do, this test is automatically successful (unless a token was revealed).

Fast. Play during any window. Add 3 tokens to the chaos bag. Then, add 3 tokens to the chaos bag and draw 1 card.

Anytime you reveal a , , or symbol during a skill test, you may choose to use the following effects instead of that symbol's normal effects: : -1. The Black Cat takes 1 direct damage. : -1. The Black Cat takes 1 direct horror. : +5. Heal all damage and horror from The Black Cat.

Return 3 Innate skills from your discard pile to your hand.

Exhaust Yaotl: During this skill test, you get a bonus to each skill equal to the number of matching skill icons on the top card of your discard pile (not counting icons). : Discard the top card of your deck. (Limit once per phase.)